Here I will chronicle my gaming adventures.
Published on August 26, 2010 By NeoWolfen In WOM Support

I seem to have found a bug or maybe 2 relating to Neutral NPC settlements.

In my current game I have conquered three such NPC settlements the snathi, the poplar and the ironeers? at any rate i beat the settlements, then killed the sovereigns that were stood outside (taking the town before ending the faction).  However the settlements do not level up like other settlements, which they blatantly should.

"settlement will level up in 0 population" is all it says and they still list in the settlement info as Neutral settlements which they aren't.

 

Also the second thing is I remember in Frogboys video some time back he pointed out a neutral town stating it had an ogre village he would love as then he'd be able to train them (he was playing a kingdom at the time) but that he didn't want to take over the settltment as he was currently trading with it.  Well all three of my conquered Neutral NPC settlements have ogre villages yet I cannot utilise them as it says ogre villages cannot be developed by my faction.  Surely this is an error or all neutral settlements are only of use to the enemy which is uneven not to mention it also contradicts what was implied in said video i mentioned.


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on Aug 26, 2010

In my current game I have conquered three such NPC settlements the snathi, the poplar and the ironeers? at any rate i beat the settlements, then killed the sovereigns that were stood outside (taking the town before ending the faction). However the settlements do not level up like other settlements, which they blatantly should.

these are considered minor races and there cities never grow... they provide access to kingdom/empire specific races only.. When I play kingdom i raze the one that have the ogre resource as I can not use it..

on Aug 26, 2010

Twohawks

In my current game I have conquered three such NPC settlements the snathi, the poplar and the ironeers? at any rate i beat the settlements, then killed the sovereigns that were stood outside (taking the town before ending the faction). However the settlements do not level up like other settlements, which they blatantly should.


these are considered minor races and there cities never grow... they provide access to kingdom/empire specific races only.. When I play kingdom i raze the one that have the ogre resource as I can not use it..

Im afraid them being considered minor races makes no sense to me and here is why.  Irrespective of if they have an ogre camp i can use or whatever, when i conquer the town, i conquer the town and it becomes one of my settlements.  There is no holdover bonus from it having been a neutral npc's settlment beyond a couple of extra items for sale at the merchant just from that one town. 

The settlement still lists available tiles, still earns income and food and research based on what I build there, still has what troops i train and station there etc..etec.. there is absolutely no justification or reasoning for preventing the settlements from growing normally.  Having to raze it and then build on the spot again to have it be able to grow is an act of absolute pointlessness.

Hence why I believe it is a bug and not an intended aspect.

on Aug 26, 2010

They are specifically capped at level 1 to prevent the minor factions from ever getting too large (I suppose). I think this was also an "easy" solution on how to retain the default benefits that the minor races are getting (ie. mining camps actually produce iron, crystal people produce crystals, ect). That is their benefits.

on Aug 26, 2010

All I am saying is its not a bug.. they were designed  only as a conduit for the special unit in ironeer's case an ogre which is a much stronger unit then the average unit...

now me personally I love the idea of minor races.. (think barbarian) however I think level 1 is to small.. I feel they should have a limited ability to grow in population (say level 3) on their own.. once we concur them then the city should be able to improve.. but that's the way i think it should be.. so we agree on it should not be limited (at the very least not to level 1) 

on Aug 26, 2010

Where the heck do you find these NPCs?  I've never seen any of them.  Unless the shrills and such are considered NPCs?

on Aug 26, 2010

James009D
They are specifically capped at level 1 to prevent the minor factions from ever getting too large (I suppose). I think this was also an "easy" solution on how to retain the default benefits that the minor races are getting (ie. mining camps actually produce iron, crystal people produce crystals, ect). That is their benefits.

And the cap being in place when they are under thier control is FINE, but once conquered they are no longer under thier control and as such the cap should then be removed.

on Aug 26, 2010

you will find them on the maps small level 1 cities with ogres for empire or drath for kingdom(at least I think that's what they are called).

on Aug 26, 2010

Twohawks
All I am saying is its not a bug.. they were designed  only as a conduit for the special unit in ironeer's case an ogre which is a much stronger unit then the average unit...

now me personally I love the idea of minor races.. (think barbarian) however I think level 1 is to small.. I feel they should have a limited ability to grow in population (say level 3) on their own.. once we concur them then the city should be able to improve.. but that's the way i think it should be.. so we agree on it should not be limited (at the very least not to level 1) 

I think your missing my point mate, I don't object to minor races in the least.. i don't even necessarily object to not being able to use all the ogre camps that turn up with these minor races.

I even applaud the idea that thier growth is capped while under the minor races control..

BUT once I've conquered it the growth cap should be removed because I as the player am not a minor race and there is no longer any real justification or necessity to limit the growth anymore.

Also for the record ogres arent specific to the Ironeers, they almost all come with the ogre camp most of the time irrespective of which minor race it is.  The only actual uniqueness they have per se is that each neutral settlment will have a couple of additional items for sale that are above and beyond what your equipment tech would normally put in the settlements shop.

on Aug 26, 2010

I am so not missing your point in fact if you read this:

once we concur them then the city should be able to improve.. but that's the way i think it should be.. so we agree on it should not be limited (at the very least not to level 1)

you know that..

again all I am saying what you call a bug in the title is not a bug at all but a conscious design choice ( see this post https://forums.elementalgame.com/386592)  and I like you do not like how it was implemented...

on Aug 26, 2010

Twohawks
I am so not missing your point in fact if you read this:


once we concur them then the city should be able to improve.. but that's the way i think it should be.. so we agree on it should not be limited (at the very least not to level 1)


you know that..

again all I am saying what you call a bug in the title is not a bug at all but a conscious design choice ( see this post https://forums.elementalgame.com/386592)  and I like you do not like how it was implemented...

Another thing worth mentioning (as earlier you implied you razed them to get rid of them) is even after you Raze a neutral minor race settlment and rebuild one using a pioneer of your own next too but not on the same spot the ogee camps from the neutral settlment still remain..  So all that messing around and the camps still remain, all you lose are the 2 unique items they had in the shop.

which again just reinforces the argument that even if it isnt a bug (and frankly im not convinced because as it is makes NO sense) it remains fairly pointless to have to raze them and rebuild on the location ot get a settlement that can grow AFTEr youve already conquered the one that was there.  lol

on Aug 26, 2010

I have to agree there but sometimes they are in the way where i want to place a city so i can expand an area of control to gather multiple resources.. so it really depends on where it is and what its producing some times I do keep em heh heh..

 

on Aug 26, 2010

Twohawks
I have to agree there but sometimes they are in the way where i want to place a city so i can expand an area of control to gather multiple resources.. so it really depends on where it is and what its producing some times I do keep em heh heh..

 

Ive kept all three of the ones i had influence over so far if only to prevent the enemy empires from using them, seemed like the senisble thing to do.  Bit annoying both sidez cant use them though seeing as they are from a neutral source.  We need some neutral towns that have kingdom camp of some sort..Treemen Grove or some such lol.

on Aug 26, 2010

Yup...

on Aug 27, 2010

The way the minor faction hubs are implemented implies that they are just small mining camps, outposts, universities, or trading hubs. They aren't intended to grow. However, the main reason they don't grow is because there is nothing for them to grow into. If the mining camp were to expand it would lose it's special features or graphics. Each minor hub has a specific bonus to it including iron or crystal (that the city generates) in addition to an adjacent bonus resource. If you really hate this then you can make all the minor factions use the default city hubs like all the main factions but, again, they'll lose their special resource.

Minor factions do not build, they don't expand, and they don't go after resources. They are quite unambitious. This is by design and not a bug.

on Sep 06, 2010

James009D
The way the minor faction hubs are implemented implies that they are just small mining camps, outposts, universities, or trading hubs. They aren't intended to grow. However, the main reason they don't grow is because there is nothing for them to grow into. If the mining camp were to expand it would lose it's special features or graphics. Each minor hub has a specific bonus to it including iron or crystal (that the city generates) in addition to an adjacent bonus resource. If you really hate this then you can make all the minor factions use the default city hubs like all the main factions but, again, they'll lose their special resource.

Minor factions do not build, they don't expand, and they don't go after resources. They are quite unambitious. This is by design and not a bug.

Your missing the point I was making.  I GET that they dont expand themselves, thats fine, but when I conquer them they have every reason and possibility to grow but cant.  I literally have to knock them down and build next to them if i want a settlement to grow that was originally a minor races, which si just plain silly.

Once we conquer these outp[ost they should be able to expand normally without the need to raze and rebuild.

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